A registry marked `@Machine(Deer.mood)` is the transitions of a machine over that enum field of the
records a state's Table<Deer> holds. Its record has from and to (the enum's variants), on: string (an
action's name, "" for a transition the tick asks), guard: fn(Row<Deer>, reads...) -> bool and
enter: fn(Row<Deer>, reads...) -> void; the states are the enum's variants and the start is the
field's default. The rows are data (an .lres or defs), the names the studio already edits.
Written by the compiler (machines.ludic, machines_write.ludic): for each action an `on` names, a row
reducer in the registry's file (named ..__machine__DeerSteps, so it sits beside the program's own
row reducer on the same action, after it): the row's state, the first transition from it on that
action whose guard passes, the field set, enter run - guards and enters called by name. When a row
leaves a state on a guard alone, `state DeerStepsMachine` (the kept row view) and
deer_steps_tick(m: mut DeerStepsMachine, s: mut Herd, reads...), one transition a row a tick.
Nothing allocates.
The table is the whole machine: the field written anywhere else - an assignment, or a `machine`
block's become over it - is a type error (check_stmt.ludic, ck_machine_write). Guards and enters take
the row first, are the record's module's, keep a row reducer's rules (and may be handed the row);
a guard writes nothing through it. The graph is checked, each error at its row (in the .lres when
the rows are there): a state never reached from the start, a state with no way out, an `on` naming
no action or an action with no @Target, a self-transition with no guard, two ways out of a state on
one trigger behind an unguarded first. Also refused: @Machine off a registry, a field that is not a
plain enum with a default, a @Column field, no table (or two) of the record, a transitions record of
another shape, a machine outside its table's state's module.
ludic schema's code section gains `machines` (registry, record, field, enum, table, start, states,
actions, tick, module, at); ludic deps names a machine's reducer `reducer Deer in Herd.deer on Spook
(machine DeerSteps)`. vocab @Machine; docs annot-machine, kw-machine; LANGUAGE.md "A machine as
data"; examples actions/machine (+ deer_steps.lres) and ten rejects; test.ludic feat, reject and
schema cases (not run); changes/machines.md. Reseeded; bootstrap-cfree fixpoint holds (317642
lines); Maroon Lake's `ludic build --check` is clean against this tree.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An action names one row of a ludic.base Table<T> by its handle, in a field marked @Target, and
`reducer Deer in Herd.deer on Spook(r: mut Row<Deer>, n: Noise, a: Spook)` runs once, for that row
alone (the table may sit down a path, S.w.tab). The drain resolves the handle (tb_row) and hands the
reducer a Row<T> - new in ludic.base: tb, row, h, rec - that the queue keeps, one per row reducer,
filled in place, so a targeted action allocates nothing; a stale handle runs nothing, and
LUDIC_ACTIONS_LOG=1 prints a line for it (@alloc_ok). Row reducers order among an action's by their
state's name, then the table's path.
Checked at compile time (actions_rows.ludic): the row reaches r.rec and r.h only - r.tb / r.row
refused, the view never assigned, stored, copied or handed on except to a @RowVerb (a function of
the record's own module taking Row<T> first; any other function taking a row is refused); a field
marked @Column (a table column mirrors it) is not written through r.rec; only the module owning the
state declares a row reducer; one @Target, an int, per action; the states between the row and the
action are read. `mut` is allowed on a Row<T> parameter.
ludic schema's code section gains row_reducers (record, table, state, action, target, predicted,
net, module, at) and row_verbs (name, record, module, at), and every action its target; row
reducers are left out of `reducers`. ludic deps and ludic-lsp name a row reducer
`reducer Deer in Herd.deer on Spook`. vocab: @Target, @Column, @RowVerb; docs/language pages;
LANGUAGE.md "A reducer on a row"; examples actions/rows and ten rejects; test.ludic feat, reject and
schema cases (not run); changes/row-reducers.md. Reseeded; bootstrap-cfree fixpoint holds (307497
lines); Maroon Lake's `ludic build --check` is clean against this tree.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keywords: module uses friend export internal numbers unsafe mut port bind action
reducer registry of as from def open alias component prop view (structure),
shows lasts then loads (scenes), system (ecs), dispatch (control), true false
null (operators). Attributes: @Ref @OneOf @Range @Unit @Asset @Color, @Node /
@Clip / @Material, @Tint @Derived, @Text / @Multiline, @Key, @AppendOnly /
@ByKey, @PerMap / @Chunked, @frame @max, @owns / @creates / @releases,
@deterministic @alloc_ok. Each is in tools/docgen/inventory.json; every fence
that is not marked skip parses (ludicc --fmt). annot-clearcolor's token loses its
quotes, which no reader strips.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
`'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
Node.file + Node.line set by node()); tok_desc() in expectation errors;
duplicate `function` names and unknown `phase` names are reported in
source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
`is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
(docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
`namespace Name { export function foo(...) ... internal function bar(...) ... }`
declares a Name.* namespace once and controls its public surface declaratively,
instead of annotating every function with @Namespace(Name). Inside the block
each `function short(...)` is emitted as `namelower_short`; export (the default)
makes it callable as Name.short(...), internal keeps it a private helper
(emitted, callable by short name from siblings — calls are rewritten — but
Name.internalOne() is a compile error). Block sugar for the per-function
@Namespace annotation; a package's public API reads at a glance. Namespaces
declared the old way are unchanged (gameplay_foundation still passes).
namespace added to LUDIC_KW_DECL + JetBrains/TextMate + docs page + inventory
(vocab/impl/docs checks green). Example namespace_block (export + internal +
sibling calls + internal-visibility compile error verified). Full suite 116/0,
fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
@ClearColor(0xRRGGBB) declares the framebuffer clear colour, so the engine
owns the per-frame clear and flip: the Render phase clears to the colour at
the top and presents after the handlers run. Games drop the repeated
Screen.clear(color)/Screen.show() boilerplate, and the colour is configured
declaratively (an annotation) rather than in the handler body. Opt-in and
backward-compatible: a program with no @ClearColor is byte-for-byte identical
(it clears/presents itself, or the light system owns the present).
Parser reads @ClearColor(int) into g_clear_color/g_has_clear_color;
emit_game_main emits rt_clear before and rt_present after the Render phase,
gated on the flag. Example clear_color (pixel-readback verified — an undrawn
pixel holds the clear colour, proving the engine cleared), docs page +
inventory entry. Full suite 108/0, goldens byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Infinite/chunked maps: <chunk x y width height> (TMX) and JSON chunks[]
(default 16x16) decode and flatten into the dense layer array, sized to the
chunk union; the map's 0/0 header dimensions fall back to the flattened bounds.
- .world stitching: Tiled.world / Tiled.world_count / Tiled.world_map read a
.world (JSON, reusing Json.parse) and list its member maps at their offsets.
- base64+zstd: a self-contained pure-Ludic Zstandard decompressor
(runtime/native/zstd.ludic, RFC 8878) — the design's "largest single item,
explicitly last". Frame header + raw/RLE/compressed blocks; raw/RLE and
direct-weight Huffman literals; the full FSE sequence path (predefined,
transcribed exactly from zstd's hardcoded tables since they're not rebuildable
from the default distributions; RLE; FSE-described) with repeat offsets and
execution. Decodes the low-entropy GID streams a tilemap produces; a high-
entropy FSE-compressed-Huffman-weights block fails cleanly with -1 rather than
emitting wrong bytes (documented scope).
Proven by library/tiled_p6.ludic (12 assertions): TMX + TMJ chunk flattening,
.world offsets, and a real zstd-compressed tile layer decoding byte-exactly to
its CSV baseline. x test: 97 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Image layers: <imagelayer> renders with parallax + optional repeatx/repeaty
tiling across the view; the image loads relative to the map file. Group layers
flatten at build (children render in file order); layer offset/opacity/tint are
queryable (Tiled.layer_kind / layer_offsetx / layer_offsety / layer_opacity /
layer_tint), a group's tint applying recursively.
- Orientation transforms: Tiled.cell_x / Tiled.cell_y compute a tile cell's
screen position for orthogonal, isometric ((x-y)*tw/2, (x+y)*th/2), staggered,
and hexagonal (rows step by (tileh+hexsidelength)/2, alternate rows shoved per
staggerindex) — the tile draw now places cells through them.
- Wang: exported Wang-set GIDs are ordinary GIDs and resolve through the standard
GID resolver; the terrain-corner authoring concept is editor-side (design cut).
Proven by library/tiled_p5.ludic (14 assertions) over the real
isometric_grass_and_water.tmx (iso + Wang) and hexagonal-mini.tmx, plus a
hand-authored image+group fixture. x test: 96 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Object layers: all shapes (rectangle/ellipse/point/polygon/polyline/text) and
custom properties parse and are queryable — Tiled.object_count / Tiled.object /
Tiled.object_shape, and Tiled.prop / prop_int / prop_type over any object /
tile / layer / map.
- Custom types: Tiled.load_types reads an objecttypes.xml project custom-type
table so a class property resolves its default; enum values resolve as strings.
- Templates: Tiled.template reads a .tx/.tj, and Tiled.load merges each object's
`template` reference under the instance's overrides (field inheritance).
- Opt-in spawning: Tiled.spawn / Tiled.spawn_layer map an object's class +
properties onto Ludic components through the reflection ABI (Position from x/y,
each property to a like-named field). Off by default — no gameplay coupling in
the core load. Split into tiled_spawn.ludic, spliced only for a Tiled *game*
(the world table exists only under has_ecs), so a plain map-reading tool never
links against the reflection ABI.
Proven by library/tiled_p4.ludic (18 assertions) incl. the design's named
orthogonal-outside.tmx object shapes. x test: 95 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Animated tiles: a tileset <animation>'s {tileid, duration} frames advance as a
pure function of the fixed 60/s engine frame counter (the same clock SpriteAnim
rides), so an animated GID resolves at draw to the current frame's GID with its
flip flags preserved — deterministic, frame-identical across runs, ticks for
free. Tiled.frame_gid(map, gid, frame) / Tiled.animated(map, gid) expose it;
Tiled.draw_anim(map, camx, camy, frame) draws a map with animations advanced.
- Tile objects: object-layer entries with a `gid` draw the tile image (with their
own flip flags), bottom-anchored at the object position, as placeable sprites;
tmap_draw_full now renders object layers alongside tile layers.
Proven by library/tiled_p3.ludic (14 assertions): frame advance at authored
durations + wrap, flip flags riding an animation swap, tile-object parse + draw +
flip mirroring, and the design's named rpg/beach_tileset.tsx (33 <animation>
blocks / 131 frames). x test: 94 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Normalise three collision sources into the byte tilemap esys_move / Grid.* /
Path.* read, in the design's priority order (§3.5):
- per-tile <objectgroup> hitboxes (Tiled.tile_shapes) — the precise source;
- the solid/oneway/trigger bool property convention (Tiled.collision_kind);
- the designated collision layer — any non-zero GID solid (Tiled.project),
the fallback source, applied automatically on load.
Tiled.collide drives collision from a visual layer's per-tile metadata alone
(a tile with no collision metadata stays passable). tmap_collision_kind
classifies a GID (0 none / 1 solid / 2 one-way / 3 trigger) from its metadata;
the projection adds the collision-layer fallback.
Proven by library/tiled_p2.ludic (14 assertions): kind classification for each
source, the property convention and collision-layer fallback producing an
identical Solids feed, a per-tile-<objectgroup> floor blocking an esys_move
mover, and A* over a loaded map matching the hand-authored baseline. x test:
93 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The heart of Tiled support: load a map and draw it.
- rt_tmap model (Tmap/TmLayer/TmTileset in tiled.ludic): map header + ordered
layers (dense int32 GID arrays, heap-allocated to w*h, lifting the 96x64 cap)
+ tilesets. Built from the intermediate Value tree, so the TMX and TMJ paths
both feed it.
- GID resolver (Tiled.resolve): gid -> (tileset, localId, flipH/V/D); the three
flip flags masked off before the local-id lookup, returned alongside. gid==0
is empty.
- Image-backed render (Tiled.draw): every visible tile layer in file order,
blitting each tile from its tileset image with flips applied at draw.
- Compatibility projection (Tiled.project / auto on load): a designated
collision layer projects to the legacy byte tilemap ('#' solid, '=' one-way
via the oneway property, ' ' empty) so Grid.*/Path.*/esys_move are unchanged.
- Tiled.load resolves external tilesets + images relative to the map file and
auto-projects a collision/solids/walls layer.
- The grid and physics_tiles demos now run off a loaded map (grid_maze.tmx /
physics_map.tmx) instead of hand-authored Map.row strings, byte-identically.
Two compiler fixes fell out of this (see the changeset):
- emit_index_addr set g_addr_ty before evaluating the index, so slice[obj.field]
came back mis-typed; set it last, like the raw-pointer branches.
- @strcmp was declared by both the world table and the fs prelude; centralise
it in the head prelude so a game that uses Fs/Path links.
Proven by library/tiled_p1.ludic (14 assertions: loads+renders Kenney map
identically from .tmx and .tmj, flip mirroring) + the converted grid/
physics_tiles demos. x test: 92 passed; self-host bootstrap fixpoint intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Tiled.read / Tiled.read_tsx (runtime/native/tiled.ludic): map the native
XML formats (TMX/TSX/TX) onto the SAME intermediate the JSON path produces
— a Value tree in Tiled's JSON schema — so one format-independent core
(P1) consumes either reader.
- tmx_to_value walks a <map> into {orientation, width/height, tilewidth/
height, tilesets[], layers[]}; every tile layer's <data> is decoded to a
dense GID int list (CSV split, or base64 -> zlib/gzip inflate ->
little-endian u32s), so a CSV .tmx and a base64 .tmj of the same map read
structurally identically.
- External tilesets keep the {firstgid, source} reference (as TMJ does);
embedded tilesets and standalone .tsx (tsx_to_value) inline full geometry
+ per-tile metadata (animation frames, collision objectgroup, class,
properties) for later phases.
- Object layers, shapes (rect/ellipse/point/polygon/polyline/text),
image/group layers and custom properties are parsed into the tree now so
P2/P4/P5 just read it.
- tmj_normalize decodes base64 `data` strings in a parsed .tmj so the JSON
path matches the XML path.
Proven by library/tiled_p05.ludic (30 assertions) incl. the in-repo Kenney
sampleMap.tmx + external sampleSheet.tsx and TMX-vs-TMJ structural
identity. Docs + inventory added; x test: 91 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The three parsing primitives the TMX path needs that were not already in
the tree (zlib inflate + the JSON reader already shipped):
- Xml.* — a minimal, deterministic pure-Ludic XML reader for the
element/attribute/CDATA subset TMX/TSX/TX use, spliced on demand. Handles
nested elements, single/double-quoted attributes, text + <![CDATA[…]]>,
comments, the <?xml?> prolog and <!DOCTYPE>, the five predefined entities
and numeric character references.
- Base64.* — standard base64 (RFC 4648) decode + a matching pure-Ludic
encoder; the decoder ignores the whitespace Tiled wraps into <data>.
Splicing Base64.* also pulls in inflate.ludic so a plain tool can run the
full base64 -> zlib/gzip decode chain.
- z_gunzip — gzip framing (RFC 1952) over the existing DEFLATE inflater:
skip the 10-byte header + optional fields, inflate the body, ignore the
CRC32/ISIZE trailer.
Golden corpus vendored under assets/tiled-fixtures/ (mapeditor/tiled
examples, attributed, + hand-authored multi-encoding fixtures). New
example library/tiled_p0.ludic proves all three (21 assertions); docs
pages + inventory added so check-impl stays green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Per-annotation pages for the three package-registration annotations (with
inventory entries), a "Package-declarable namespaces and engine systems" section
in docs/PACKAGES.md, and a changeset. All doc gates green (check-docs 675
fences, docs-check 726 symbols).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A layered concurrency library, safe by default. The recommended tier is
Job.* / Promise.*: a Job is a future — Job.run(kind, arg) starts a
cooperative background compute that advances each Job.pump(budget) and
finishes after enough frames (heavy work spreads out instead of hitching),
or Job.defer + Job.fulfill/fail/cancel drives one by hand. Poll with
done/ok/failed/cancelled, read result/error, count outstanding work with
Job.pending. Promise.all/race combine handle lists into a group job resolved
on the main thread; Promise.count_done/all_done power a loading bar.
The advanced, opt-in Sync.* tier (mutex/atomic/channel + cpu_count) is the
"here be dragons" surface for engine-level message passing.
The whole thing is a deterministic cooperative scheduler: results are
collected on the main thread and a Job never touches the ECS world, so
lockstep and replays stay bit-exact — same jobs + same budget reproduce
byte-for-byte on every target, and a preemptive OS-thread backend can slot
behind this same API later. Ludic has no closures, so a Job carries a
compute kind + int arg (or a hand-driven defer) rather than fn()->…, and
Promise progress is polled rather than chained through then.
Written in Ludic and spliced on demand (like Regex/Dict/Numeric): a program
that never mentions Job.*/Promise.*/Sync.* compiles byte-identically and the
C-free bootstrap fixpoint is untouched. New: runtime/native/jobs.ludic,
emit_ns_call dispatch, parse-time splice, examples/library/jobs.ludic (31
self-asserting checks), 33 docs pages + inventory, changeset.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 3 — the option/result safety pair. result/ok/err/try shipped in
#46; this adds its companion option:
- some(v) -> option (present value; any i32-width scalar)
- none() -> option (empty; no magic -1 sentinel)
- is_some / is_none -> bool
- unwrap_or(o, fallback) -> int
A heap %Option = { i32 present, i32 value }, bare builtins guarded by find_fn
(a user fn of the same name still wins), gated by g_uses_option so unused
programs compile byte-identically — same idiom as result.
Wired: emit_call codegen + %Option decl (emit_decl) + g_uses_option (emit_core),
reseeded seed, vocabulary sync (header/JetBrains/TextMate), builtin docs +
inventory, and a self-asserting example (examples/library/optionresult.ludic +
feat_case). All suites green incl. golden renders byte-identical and the
bootstrap fixpoint.
Tagged-union enums (variant payloads + binding match + exhaustiveness) are the
deep type-system feature, split out to #56.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 5 (polish). A splice-on-demand numeric runtime
(runtime/native/numeric.ludic, built on the inline Math.* trig) behind three
namespaces:
- Huge.* — idle big numbers (normalized mantissa x 10^exponent): from/add/
sub/mul/neg/cmp/sign/mantissa/exp/str (scientific 1.23e45). Display-scale,
not lockstep-exact (BigInt/Decimal for exactness).
- Angle.* — auto-wrapping radians: from_degrees/to_degrees/wrap/sin/cos/add/
diff (shortest signed rotation)/lerp (shortest arc).
- Percent.* — clamped [0,1]: clamp/of/lerp/apply.
Remaining phase-5 items are already covered (duration=Duration.*,
rune=Unicode.*, i64=long) or need a type-checking pass (handle, typed name,
other sized ints) — tracked for later.
Wired: parser splice trigger (g_uses_numeric), emit_call dispatch, reseeded
seed, a self-asserting example (examples/library/numeric.ludic + feat_case),
per-symbol docs + inventory. All suites green incl. golden renders byte-
identical and the bootstrap fixpoint.
NOTE: fixed `const`s lower to raw-int-typed values (emit_call N_CONST), which
breaks fixed comparisons — the runtime uses inline fixed literals instead.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 4 — containers. A splice-on-demand open-addressing hash table
(runtime/native/dict.ludic, FNV-1a, linear probing, tombstones, grow at 0.7)
behind two namespaces:
- Dict.* — string -> int map: new/set/get/get_or/has/remove/size/clear/keys.
Resource counts, id/name registries. O(1) average vs a linear list scan.
- Set.* — set of strings: new/add/has/remove/size/clear/members. Tags,
unlocked achievements, visited tiles. Shares the same table.
Values are int (also an entity handle / small id); Value.* covers richer
maps. [T; N] inline fixed arrays remain future work — typed buffers and []T
slices already cover heap-backed arrays.
Wired: parser splice trigger (g_uses_dict), emit_call dispatch, reseeded seed,
a self-asserting example (examples/library/containers.ludic + feat_case), and
per-symbol docs + inventory. All suites green incl. golden renders byte-
identical and the bootstrap fixpoint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 2 — the "money problem". A splice-on-demand bignum engine
(runtime/native/bignum.ludic, self-contained, only intrinsics) exposed as
two namespaces:
- BigInt.* — arbitrary-precision integer (sign-magnitude, base-1e9 limbs):
from/parse, add/sub/mul/pow, div/mod (by int), cmp/eq/is_zero, to_int, str.
For idle counters and exact huge currencies that overflow a 32/64-bit int.
- Decimal.* — exact base-10 fixed point (BigInt mantissa + decimal scale):
from/parse, exact add/sub/mul, cmp/eq, scale/rescale (truncate), str.
So 0.10 + 0.20 is exactly 0.30 — no binary rounding.
Both exact => deterministic; no f32/f64. Wired: parser splice trigger
(g_uses_bignum), emit_call dispatch, reseeded seed, a self-asserting example
(examples/library/bignum.ludic + feat_case), and per-symbol docs + inventory.
All suites green incl. golden renders byte-identical and the bootstrap fixpoint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 1 of the fuller type-system proposal: two by-value spatial types
that lower to packed integers (no heap, copy like scalars).
- IVec2 — integer 2D vector, a pair of int packed into one i64, for tile
and grid coordinates: make/zero/x/y/add/sub/scale/dot, the grid distance
manhattan, equal, and to_vector (widen into the fixed-point Vector).
- Rect — axis-aligned rectangle, four Q16.16 fixed components packed into
one i128, for HUD boxes and hitboxes: make/x/y/w/h, the derived
right/bottom/center, and the contains (point) / intersects (overlap) tests.
Both are exact and deterministic, bit-identical on every platform. Vector
and Color already cover phase 1's other 2D primitives.
Wired end to end: emit_core llty (IVec2->i64, Rect->i128), emit_call
dispatch, the FRAGS list + reseeded seed, a selfhost test (types2d),
per-symbol docs + type pages + inventory, and the vocabulary/editor sync
(header, JetBrains, TextMate, LSP).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A fallible function returns a `result` value, built with ok(payload) on success
or err(message) on failure. The caller recovers a value with `try EXPR else {
… }`: on ok the whole expression is the payload; on err the else block runs —
with the failure message bound to `error` — and its trailing expression supplies
the fallback. It is a plain branch on the result's tag: no exceptions, no hidden
control flow, nothing unwinds. is_ok(r) / is_err(r) classify without unwrapping.
Payloads are any i32-width scalar (int/fixed/bool/entity). The feature is
additive and only kicks in when ok/err/try are used, so untouched programs
compile byte-identically (verified) and the C-free bootstrap fixpoint holds.
Complements panic/assert from #8 (the unrecoverable half). The optional
top-level frame `recover` stays deferred (needs a frame-abort mechanism); the
full tagged-union/any generalization is tracked in #1.
Adds the `try` keyword and ok/err/is_ok/is_err builtins across the compiler,
the vocabulary header, JetBrains + TextMate/VSCode grammars, the docs inventory
and pages, examples/library/recover.ludic, and a regression case.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Grid.* operates on the Map tilemap (Map.size/Map.row): a cell is passable unless
it is out of bounds or holds the caller's `wall` tile (a char code, e.g. '#'), so
any impassable glyph works. Everything is integer and deterministic.
- Grid.line(x0,y0,x1,y1) -> []Cell Bresenham line cells (LOS/raycast base)
- Grid.blocked(x,y,wall) -> bool the shared passability test
- Grid.line_of_sight(x0,y0,x1,y1,wall) unobstructed straight line?
- Grid.flood(x,y,wall) -> []Cell 4-connected reachable region (BFS)
- Grid.a_star(x0,y0,x1,y1,wall) -> []Cell shortest 4-connected path (A*,
Manhattan heuristic), empty if unreachable
The engine (runtime/native/grid.ludic, ~150 lines of Ludic, C-free) is spliced
into a game via core.ludic since it reads the tilemap runtime; returned Cell
slices are ordinary Ludic slices (`len` / `[i]`; each cell has `.x` `.y`).
Pathfinding lives under Grid rather than a `Path` namespace — that name is
already the filesystem-paths library (#10).
Verified against Python references: a 1500-case fuzzer over random maps agrees
exactly on A* path length (optimal, == BFS), flood-fill count, and line-of-sight.
examples/library/grid.ludic asserts the behaviour and is wired into `x test`
(now 61 passed); docs: a Grid section + 5 per-symbol pages, inventory/coverage
green. Seed reseeded; the C-free bootstrap fixpoint holds.
Scope: this lands the Grid.*/pathfinding half of #24. The ECS Query.* helpers
(count/first, and nearest/within which want a runtime spatial index) remain the
tracked follow-up the issue calls out as blocked.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A regular-expression library with PCRE/PECL-compatible syntax, implemented as a
Thompson NFA / Pike VM so a bad pattern from a modder can NEVER cause
catastrophic backtracking — matching is O(n·m), never exponential. `(a+)+$` on
40 non-matching chars, `(a*)*b`, `(.*a){20}b` all run in microseconds; a 50 KB
input scans in ~7 ms.
The engine (runtime/native/regex.ludic + regex_vm.ludic, ~700 lines of Ludic, no
C) parses a pattern to a small bytecode program — an unanchored lazy `.*?` prefix
makes a plain search match anywhere — and the VM runs every alive thread in
lockstep per input byte, deduped by program counter and carrying capture slots
(save/restore, leftmost-greedy priority). Supported: literals, `.`, classes
`[...]` (ranges, negation, `\d \w \s` and their negations), anchors `^ $`,
alternation `|`, capturing and `(?:…)` groups, and `* + ? {n} {n,} {n,m}` in
greedy or lazy form, plus the common escapes; numbered capture groups. Errors are
values — an invalid pattern compiles to null, never a crash. Backreferences and
look-around are out of scope for a linear engine, and on the degenerate case of a
nullable subpattern under an unbounded quantifier positions may differ from a
backtracking engine (the price of the linear-time guarantee) — documented.
Surface (Regex.*, aliased in emit_call.ludic to the regex_* functions):
compile / valid / matches / test / find / exec / next / replace / group /
group_count / start / end / ok.
The runtime is spliced on demand: the parser sets a flag when it sees `Regex.`
and maybe_splice_runtime imports the engine — so it costs nothing in a program
that doesn't use it and works in a plain tool (not just an ECS game).
Verified against Python's `re` as an oracle: a 20k-case grammar fuzzer agrees
100% on realistic patterns (0 / 15000 with capture groups) and 99.8% on group-0
spans across the full pathological grammar, the residual being the documented
nullable-quantifier case. examples/library/regex.ludic asserts the behaviour
(wired into `x test`, now 60 passed); docs: a Regex section + 13 per-symbol
pages, inventory + coverage green. Seed reseeded; the C-free bootstrap fixpoint
holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
`System.*` and the newer `Os.*` (added in #21) both covered the environment
around the game, with four members (`arg`, `arg_count`, `env`, `exit`) lowering
byte-for-byte identically and the standard streams overlapping in concern. That
is a user-facing ambiguity (`System.env` vs `Os.env` are indistinguishable) and
a drift hazard (two copy-pasted codegen paths).
Make `Os.*` the single canonical environment/process namespace and retire the
overlapping `System.*` members:
- Remove `System.{arg, arg_count, env, exit, stdout, stderr}` from the namespace
dispatch (selfhost/emit_expr.ludic). Use `Os.arg`/`Os.arg_count`/`Os.env`/
`Os.exit` and `Os.stdout_write`/`Os.stderr_write` instead.
- `System.*` now covers only its unique low-level surface: the raw file handles
(`file_open/read/write/seek/tell/close`), `read_char`, and `run`.
- The bare `arg`/`exit`/`getenv`/`file_stdout`/`file_stderr` intrinsics stay —
they are the primitive layer the self-hosted compiler itself uses; only the
redundant *namespaced* sugar is gone.
- Docs: drop the six retired `docs/language/system/*` pages, retune the section
blurb, update inventory.json and the LSP signature table.
- Secondary finding from the issue: cross-link `Text.upper`/`Text.lower`
(ASCII-only) to `Unicode.upper`/`Unicode.lower` (full Unicode case mapping).
Reseeded; C-free bootstrap fixpoint holds. All suites green (56 test / 29
selfhost / 29 test-tools); docs cover every implemented feature (291 ns-methods).
Closes#40
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A cohesive filesystem & IO library — the foundation for saves, config, mods, and
asset loading — wrapping the bare file_* builtins into one safe, ergonomic API a
non-expert can use without touching a file descriptor or a byte buffer.
Path.* join / dir / base / ext / stem / normalize (pure lexical string ops)
Fs.* exists / is_dir / read_text / write_text / append_text / remove /
size / mkdir / copy / list
Mime.* of (extension table) / sniff (magic bytes: PNG/JPEG/GIF/PDF)
Pure string IR for Path.*; libc (fopen/access/mkdir/rename/opendir…) for Fs.*;
C-free, emitted on demand (g_uses_fsrt). Safety and determinism baked in:
- write_text and copy are atomic (write a temp file, then rename over the target)
so a crash mid-write never corrupts the previous file;
- mkdir creates parents (mkdir -p);
- list is sorted for a stable, reproducible directory walk;
- fallible calls return values (null / false / -1), never crashes — ready for a
first-class try/else when the error-handling work lands.
Complements Os.* (#21): Os supplies per-user locations, Fs the operations. v1
targets the native macOS/BSD filesystem with "/" separators; Windows separators,
a sandboxed wasm virtual FS, recursive directory copy, and richer magic-byte
sniffing are documented follow-ups.
- examples/library/fs.ludic: 32 assertions across pure Path ops (incl. normalize
resolving ./ .. and duplicate slashes), a real create/read/append/copy/list/
remove cycle under build/, and Mime by-extension + by-magic (GIF signature vs a
.bin extension). Wired into `x test` (now 56 passed).
- docs: new Path, Fs, and Mime sections + 18 per-symbol pages; inventory updated;
every fence passes check-docs; site builds via docgen.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.
Closes#10
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make Ludic text correct-by-default over UTF-8, so player names, translated UI,
and chat behave for every language instead of counting bytes and splitting
characters in half. The byte-oriented Text.* stays for speed; Unicode.* is the
layer that understands code points and (approximately) grapheme clusters.
- len / byte_len code points vs bytes — the two lengths, kept distinct
- is_valid_utf8 strict validation of untrusted input
- char_at / chars code-point access by index; chars() -> []int
- upper / lower case mapping (ASCII + Latin-1)
- truncate first n code points, never a half-character
- grapheme_len user-perceived characters (approx UAX#29)
Pure integer/byte IR over NUL-terminated buffers; C-free, no data-table blob.
Decoding and validation cover the full UTF-8 range (overlong/surrogate/>10FFFF
rejected). grapheme_len collapses combining marks, variation selectors, ZWJ
sequences (family emoji), and regional-indicator flag pairs. Documented v1
scope: wider-script/locale case rules (Latin-Extended, Greek, Cyrillic, Turkish
i, German ß) and NFC normalization are follow-ups.
- examples/library/unicode.ludic: asserts the invariants across ASCII, Latin-1
(é round-trips through upper/lower), a decomposed "café" (5 code points, 4
graphemes), a ZWJ family emoji (5 code points, 1 grapheme), and a flag (2
regional indicators, 1 grapheme). Wired into `x test` (now 55 passed).
- docs: a new Unicode section + 9 per-symbol pages clarifying byte vs code point
vs grapheme; inventory updated; every fence passes check-docs; site builds.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.
Closes#13
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
An Os.* namespace, Go-flavored and game-scoped, for the environment *around*
the game: the command line, environment variables, standard streams, process
exit, the host platform, and the per-user known folders a game writes into.
Rounds the bare System.* builtins (arg/getenv/exit) into one coherent surface.
- args / arg_count / arg the argument vector (args() -> []string)
- env / env_or / has_env read env vars (null-safe via env_or)
- set_env / unset_env mutate this process's environment
- exit(code) terminate with a status code
- platform() / arch() host facts (uname sysname/machine)
- stdout_write / stderr_write raw writes to the standard streams
- save_dir / config_dir / cache_dir / temp_dir per-user known folders
Pure libc over NUL-terminated strings; C-free, no new runtime. arg_count/arg/
exit stay light (no prelude) as thin aliases of the existing intrinsics; the
rest share one Os runtime prelude emitted on demand (g_uses_osrt). platform()
is portable (uname system name is field 0 on every Unix); arch() and the
known-folder layout follow the macOS/BSD conventions — the fully supported
native target today. Linux/Windows/wasm folder resolution and a target-aware
arch() are documented follow-ups.
- examples/library/os.ludic: asserts the invariants that hold regardless of
host — env round-trip, env_or fallback, unset, args()==arg_count(), non-empty
platform/arch and known dirs. Wired into `x test` (now 54 passed).
- docs: a new Os section + 17 per-symbol pages; inventory updated; every fence
passes check-docs (--fmt) and the site builds via docgen.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.
Closes#21
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A Log.* namespace: five levels (trace/debug/info/warn/error), a runtime
threshold, and structured key=value fields, so games get something better than
scattered print calls and release builds can go quiet without touching call
sites.
- Log.trace/debug/info/warn/error(msg, [k, v]...) -> stderr, "[LEVEL] msg k=v"
- Log.set_level(n) show only level >= n (0 = all default, 5 silences all)
- Log.level() read the current threshold
Fields accept strings, ints, and longs (numbers formatted automatically); the
level tag is chosen at compile time so a filtered-out level costs only a
comparison. Writes to stderr, never touching the simulation — no effect on
determinism/replays. v1 is the console sink; rotating-file and in-engine overlay
sinks are noted as follow-ups.
- examples/library/logging.ludic: asserts the set_level/level threshold
round-trip and that every level (with mixed-type fields) runs without faulting;
the stderr gating itself was verified by hand (warn/error emit, lower levels
suppressed). Wired into `x test` (now 53 passed).
- docs: a new Log section + per-symbol pages; inventory and coverage pass.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A Noise.* namespace for procedural generation, implemented entirely in Q16.16
fixed point over an integer permutation hash so a seed reproduces the exact same
field on every platform and run (native/headless/wasm) — the determinism edge
over float noise that drifts across CPUs.
- value2 / perlin2 / simplex2 — value, gradient, and simplex noise -> [-1,1]
- fbm2(x,y,seed,octaves) — fractal Brownian motion (octaves of simplex)
- cellular2 / cellular2_id — Worley F1 distance + nearest-cell id
- unit(n) — remap [-1,1] -> [0,1]
Covers issue phases 1–2 fully plus cellular from phase 3; domain warp, ridged/
billow, and sample1/sample3 remain as follow-ups. Pure integer IR, C-free;
cellular/fbm reuse the math prelude's fx_sqrt.
- examples/library/noise.ludic: asserts the invariants a fixed-point generator
must hold (Perlin == 0 at lattice points, every sampler within [-1,1],
reproducibility, seed sensitivity, non-negative cellular distance). Wired into
`x test` (now 52 passed).
- docs: a new Noise section + per-symbol pages; inventory and coverage pass.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Crypto (#19): add the OS cryptographically-secure random surface
(random_bytes/random_hex/random_u32, reading /dev/urandom) and a standard
base64 encoder, completing the library alongside the existing SHA-256/
HMAC-SHA256/verify_hmac/hex/ct_equal. All pure integer IR, C-free.
Uuid (#16): a new namespace for stable, collision-free IDs — v4 (random) and
v7 (time-ordered) generation, plus parse/is_valid/to_text/equals/nil. UUIDs are
canonical lowercase 36-char strings; v4 and v7's random tail draw from the
crypto CSPRNG, so both carry the documented determinism caveat (mint at the
edges, never inside lockstep simulation). Reuses the crypto prelude's
fn_secure_bytes / fn_hex_encode.
- examples/library/{crypto,uuid}.ludic: known-answer vectors (SHA-256, HMAC,
base64 per RFC 4231/4648) and structural invariants (uuid version/variant
bits, parse/equals), wired into `x test` (now 51 passed).
- docs: per-symbol pages for every new method + a new Uuid section; inventory
and impl-vs-docs coverage check pass.
- seed regenerated; `x bootstrap-cfree` fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Documentation namespace cleanup (issue #38).
Audit outcome:
- `date` vs `datetime` are NOT duplicates — `Date` is calendar days since the
epoch, `DateTime` is instants (seconds); distinct runtime namespaces. Kept
both.
- `network` vs `networking` WAS a real duplicate. Every other stdlib area
documents only its namespace (`World.*`, `Screen.*`, …), never the bare
builtins it lowers to. Networking alone also documented the low-level
`net_*`/builtin forms under `networking/`, duplicating the `Network.*`
pages under `network/`. Removed `networking/`; `network/` (the `Network`
namespace, which the compiler and LSP both expose) is canonical. Folded the
`@Sync`/`@Owned` framing into `network/_section.md` so no context is lost.
- Dropped the `networking` key from docgen inventory.json.
Guard (AC3): `tools/docgen/check.py` now fails if any `ns:` is documented from
more than one directory, or if two sections share an id or (case-folded)
title — so a duplicate-namespace split cannot silently reappear.
`gen.py` + `check.py` pass (34 sections, 365 symbols).
Closes#38
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The security-sensitive counterpart to the fast, non-cryptographic Hash.*
library: standard, test-vector-backed hashing for signed saves and message
integrity, kept in its own namespace so nobody reaches for the wrong tool.
Crypto.sha256(s) SHA-256 -> 64-char lowercase hex
Crypto.hmac_sha256(key, msg) HMAC-SHA256 -> 64-char hex
Crypto.verify_hmac(key, msg, mac) recompute + constant-time compare -> bool
Crypto.hex(s) lowercase hex of a string's bytes
Crypto.ct_equal(a, b) constant-time string equality
The primitives are implemented from scratch in plain integer LLVM IR
(FIPS 180-4 / RFC 2104): no libc crypto, no data-dependent branches in the
compression rounds, so a given input hashes to the same 32 bytes on every
platform and run. Digests are returned as hex strings, not raw bytes, because
a `str` is null-terminated and a raw digest can contain a NUL. MAC checks use
a non-short-circuiting compare so timing does not leak how much of a forged tag
was correct.
Emitted on demand via g_uses_cryptort, mirroring the emit_hash prelude gate.
Scoped to the deterministic, known-answer-testable core; OS-backed
random_bytes (the one piece that can't be validated by test vectors) is left
for a follow-up.
Tested against published SHA-256 vectors (empty/"abc"/fox + 55/56/64-byte
multi-block padding) and HMAC-SHA256 vectors; wired into the self-host suite as
`crypto`. Docs: a new Crypto section with honest "what this protects / does
not" guidance, one page per method, all fences checked and in the inventory.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Finish issue #9 by adding the two remaining acceptance items on top of the
calendar/clock core, still pure-integer and deterministic:
DateTime.format(dt, pattern) -> string render an instant via a token
pattern (YYYY/YY/MM/DD/HH/mm/ss;
other chars pass through)
DateTime.parse(text, pattern) -> int read an instant back; -1 on a
non-digit where one is expected
Clock.now/set/advance/reset a game-controlled simulated clock
(the @L_clock global) that never
touches the wall clock, so gameplay
reading Clock.now() is replay-safe
format/parse take a string-LITERAL pattern and are expanded at compile time
(field offsets are then constant), folding @fn_str_concat over literal runs and
two small runtime helpers: @fn_dt_pad0 (zero-padded field) and @fn_dt_rd
(fixed-width digit reader that stops at the terminator and flags malformed
input). Clock is a universal i32 global declared in emit_head, so it works in
entry and game programs alike.
Adds examples/offline_rewards.ludic — the issue's worked "you were away N hours"
example, driven from its own entry and asserted in the regression suite — plus
selfhost/tests/datetime2.ludic (format/parse round-trip, parse failure, clock),
docs (Clock section + 4 pages, DateTime.format/parse pages), inventory and LSP
hover. Reseeded; C-free fixpoint holds; all suites green (27 self-host / 46
regression / 29 tools); check.py (366 symbols), check-impl.py (218 ns-methods)
and validate.py OK.
With this, #9's scope is fully delivered: DateTime/Date/Duration + core ops,
format/parse, a deterministic simulated clock, docs + offline-rewards example,
and tests. (v1 stays UTC-only, no leap seconds, i32 epoch valid through 2038.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implement the calendar/clock half of #9 as plain-i32 integer epochs — no
new type, no floating point (the issue's "integer epochs to avoid drift") —
so every operation is deterministic and bit-identical on every platform:
Duration — a span in whole seconds; seconds/minutes/hours/days build one,
as_seconds/as_minutes/as_hours/as_days read it back. Because a
duration is just an int, `+` and `>` work with no extra machinery
(Duration.minutes(5) + Duration.seconds(30), away > Duration.hours(3)).
Date — a civil day as days-since-1970 (UTC): new/year/month/day/weekday/
is_leap/days_in_month/to_epoch/add_days/diff_days.
DateTime — an instant as seconds-since-1970 (UTC, matching Time.now):
from/date/add/year/month/day/weekday/hour/minute/second.
Time.since(past) = now - past, for offline-progress / "time away" checks.
New selfhost/emit_datetime.ludic (is_/emit_ for the three namespaces, wired
into emit_ns_call + the frag list). The two civil<->epoch conversions are
Howard Hinnant's public-domain proleptic-Gregorian algorithms, emitted once
per program as the @fn_days_from_civil / @fn_civil_from_days prelude and gated
by g_uses_datert; days_in_month is next-month-day-0 (no lookup table). Time
gains `since`. Docs (Duration/Date/DateTime sections, 28 method pages +
time-since), inventory, and LSP hover kept in sync; a registered test checks
component math against hand-computed values. Reseeded; C-free fixpoint holds;
all suites green (26 self-host / 45 regression / 29 tools); check.py,
check-impl.py and validate.py OK.
format/parse, a game-controlled simulated clock, and timezones are tracked
follow-ups; v1 is UTC-only and, on the i32 epoch, valid through 2038.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implement the Vec.* half of #25 under the proper (de-abbreviated) name
Vector, unblocking it with a self-contained value type instead of waiting
on the full #1 type system.
A Vector is two Q16.16 fixed components (x, y) packed into one i64 — a true
by-value type that lives in a register and never allocates (reuses the new
`long`/i64 support; llty maps `Vector` to i64). Fifteen operations, all
deterministic fixed-point reusing fx_mul/fx_div/fx_lerp and the @fn_fx_*
prelude: make/zero/x/y, add/sub/scale/dot, length/distance/normalize/lerp,
rotate/angle/from_angle.
New selfhost/emit_vector.ludic (wired into emit_ns_call + the frag list),
the `Vector` primitive type in llty and the grammars/LSP/JetBrains tokens,
docs (type-vector + 15 Vector.* pages + section), and a registered test.
Reseeded; C-free fixpoint holds; all suites green (45/25/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
De-abbreviate the two bare fixed-point conversion builtins:
flr(f) -> int -> floor(f) -> int (fixed -> int, flooring)
fx(i) -> fixed -> fixed(i) -> fixed (int -> fixed; mirrors how the
stringify builtin is `string`)
Updates the compiler dispatch, all call sites, the grammars/LSP/JetBrains
tokens, and the docs (fn-flr -> fn-floor, fn-fx -> fn-fixed). Reseeded;
C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the abbreviated pointer types to full words on the language surface:
ptr -> pointer (a raw address / FFI handle)
ptrs -> pointers (a buffer of pointers)
The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps
`pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only
the Ludic-level surface changes. Rewrites type annotations across all
sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing
in emit_addr, the grammars/LSP/JetBrains tokens, and the docs
(type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their
conventional short spelling (like Math).
Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the abbreviated string type and its conversion builtin to the full
word everywhere:
str -> string (the immutable-string type)
str(x) -> str -> string(x) -> string (the stringify builtin;
what `{…}` interpolation calls)
Types are recognized by identifier, and llty maps both spellings to LLVM
`ptr`, so this is an atomic source rewrite: type annotations, the Ludic
type tags, the builtin name/dispatch, and the interpolation desugar, plus
the grammars, LSP, docs (type-str -> type-string, fn-str -> fn-string), and
inventory. int/bool stay (universally accepted, like Math).
Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the function-declaration keyword to the full word across the whole
language and toolchain:
fn name(...) -> T { ... } -> function name(...) -> T { ... }
Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).
Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the abbreviated public namespaces to full words, part of the
language-wide de-abbreviation pass:
Mem -> Memory, Sys -> System, Net -> Network, Collide -> Collision
Math stays (universally accepted, like int/bool). Renames the dispatch
strings, LSP signatures, docs (dirs, files, frontmatter), and the
inventory manifest; behavior is byte-identical (the bare rt_ targets are
unchanged). Reseeded; C-free bootstrap fixpoint holds; all suites green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2):
156 namespace methods across Math, Text, List, Ease, Collide, World, Net,
Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time.
All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds).
Compiler (selfhost/):
- Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude —
bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus
hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/
move_toward/smoothstep/lerp/remap/sign/floor/ceil/round.
- Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace,
and the libc-backed queries.
- List.* (complete): insert/remove_at/remove/sort plus the earlier ops.
- Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/
circles/rect_circle).
- Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte-
identical IR) and Mem.* (bytes/words/copy/fill/peek/poke).
- Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new
runtime primitives; sprite/sprite_scaled aliases), Color.* functions,
Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new
game-loop frame counter).
- Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed.
Docs & tooling:
- 129 new per-symbol doc pages; gen.py made data-driven (namespaces
discovered from the docs, no hardcoded list); new check-impl.py enforces
that every implemented namespace method / keyword / type / phase has a
doc page, wired into `x test-tools`. Document the previously-undocumented
keywords (break/continue/where/entry/new/public + and/or/not tokens).
- LSP: namespaced signature help (ns_method_sig) covering every namespace.
Tests: 12 new self-host/regression tests + a golden render for the drawing
primitives. All suites green (selfhost 21, regression 45, tools 29).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The type table lists fixeds (buffer of fixed values) and ptrs (buffer of
pointers) alongside words, but they had no reference pages. Add both, with
compilable examples; coverage inventory updated (types: 10 -> 12).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild the API Reference around one page per symbol and richer, verified content.
Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
instead of a single scrolling page; namespace overview pages (ns-screen …
ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
never hidden, plus a flash highlight on the scrolled-to target.
Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
`Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).
Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
page), all 22 annotations, namespace methods with parameter docs, builtins,
the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
world_query_next(property, cursor) arg order, event fields bind by name; dropped
`when` and `module` (not in the self-hosted parser).
Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>